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PPanda0421

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  1. pillow
    PPanda0421 got a reaction from Shinjitsu noDeshi in RELEASED: Build 38.30   
    I just gave you a (piece of) pie which apparently means that I am looking at the reported issue! :). 
     
    Just kidding. What you said makes perfect sense.
  2. pillow
    PPanda0421 got a reaction from hunger john in RELEASED: Build 38.30   
    I just gave you a (piece of) pie which apparently means that I am looking at the reported issue! :). 
     
    Just kidding. What you said makes perfect sense.
  3. Pie
    PPanda0421 reacted to Shinjitsu noDeshi in RELEASED: Build 38.30   
    I asked awhile back what the different reaction symbols meant, and never got a straight answer. I've always thought they were a way of showing "like" or "dislike" for someones post - it'd be great if someone from the forum/dev staff could post a prominent sticky for what they mean, so we are all on the same page?
     
    Shin
  4. Like
    PPanda0421 reacted to Pandorea in RELEASED: Build 38.30   
    Hmm..it was brought to my attention that I might have been too hasty to claim the bug fixed  It is MOD-related so there is only so much we can do and the team has looked into it on this end. The rest is up to the modder. You live and you learn, right? Not sure if the  issue has been brought up in the dedicated thread either (Hydrocraft). 
     
    Regarding "direct answer/reply is easier/more straightforward since you can also request for more details about an issue" - it's a matter of preference, I guess. Most of the time provided info is sufficient to check / reproduce the bug / add it to the bug tracker / answer player's question. In case more details are needed we just ask and the players are nice enough to share further details. That said, I like the idea of having more emoticons to communicate the state of things because it is faster than typing and doesn't take up space in the thread . One day...
     
    Happy gaming!
     
     
  5. Like
    PPanda0421 got a reaction from Pandorea in RELEASED: Build 38.30   
    Hi Pandorea thanks for the update and clarification. Yes I looked back at the timestamp and it seems you did react to my post with a pie. I did not know that a piece of pie meant 'we will look into it'. Are there ones for 'Not reproducible', 'Known bug', 'Already fixed in another branch', 'Known issue but no longer applies due to feature changes in upcoming build', etc? Anyways, I thought those reactions were similar to emoticons which don't mean anything. Perhaps I didn't poke around long enough to find the definitions of those reactions.
     
    I still think a direct answer/reply is easier/more straightforward since you can also request for more details about an issue (when its still fresh in the users mind) and then we can communicate back and forth if needed. With this you'll also have a concrete history to work with in the future. Plus it'll also help new users who just want answers to problems and aren't familiar with the system.
     
    Glad to know the issue is fixed in a future build. That's good enough for me as long as I'm properly informed.
     
    Thanks.
     
     
  6. pillow
    PPanda0421 got a reaction from numbersixthecat in RELEASED: Build 38.30   
    Wow this is the reply I get? A couple of things.
     
    1. So I am reporting a possible bug in the game and the DEVELOPER is telling me to keep it to myself from now on? So I shouldn't report (possible) bugs to you anymore? Ok got it! Wait then what are players in the VEHICLES/IWBUMS branches doing?
    2. I don't know who Sasha is and haven't seen him/her look into my issue. Is Sasha part of the team? If they are you could've communicated to me that you already looked into it and found nothing. Instead you only reply when I raise a complaint.
    3. Any/all bug reports SHOULD be looked into by a software/gaming company. At my company we take customers complaints/issues seriously. Everything is logged into our bug tracker system. I didn't tell you to drop everything you're doing and look into this issue right away. Our standard reply is, 'We got your complaint/issue. We'll look into it as soon as we can.' At least we acknowledged the customer's input!
    4. I didn't tell you to patch the stable build. I just told you about an issue I ran across. You have limited manpower, I get it. You could've just said, 'OK PPanda, we got it. We'll look into it later.' Instead you just left me in the dark.
    5. At my previous company we had about 16 people and only 3 people in tech support. The previous company followed the same rule as my current company (30000+ people). We actually care about our clients inputs.
    6. Before I made this post I looked for similar issues in the 38.28 branch and found generator issues in MP. And as you know some issues have crossed over from SP to MP and vice versa. I then asked Hydro about this issue and he said he's seen it and said most likely vanilla issue.
    7. I didn't tell you to install Hydrocraft to test this. It's obvious you should see if this is a vanilla issue since there already issues with generators in MP. As for me testing it, disabling mods will sometimes break your world and make it unplayable so it is not as simple as 'disable' mod. I had to create a new world to test this and had to run around trying to set everything up. It took time since the public doesn't have the same tools as developers. On that note I already found some issues with custom settings (new world creation) but hey I guess I'll keep them to myself now...
     
     
  7. Pie
    PPanda0421 got a reaction from Pandorea in RELEASED: Build 38.30   
    So I came back to PZ recently and my SP game updated to 38.30. Is there an issue with generators not powering areas after you've left them? I turn on a generator with 100% fuel. I leave the area and come back. The generator is still running but
    the items in my freezer have melted and are no longer frozen. Happens every single time I leave the area. Even if I travel 1 or 2 screens away, the area that I left does not have electricity even though the generator is running. Restarting the generator
    fixes the issue. Yes I have mods (Hydrocraft) but this sounds like a vanilla issue. Also, this did not happen in 38.22 with the same mods installed. Is this a known issue that is only fixed in 39.x?
     
    Thanks.
     
  8. Spiffo
    PPanda0421 got a reaction from Kennethdio in Something in the Air   
    @Legoland99 Isn't it obvious or are you just trying to start something? He is refuting your statement towards his post (which appears valid and seems to give feedback to the developers) and being mature about it. Your image/reply to his reply is however, not mature. Good day.
  9. Like
    PPanda0421 got a reaction from gamatos in RELEASED: Build 38.22   
    Hi, sounds are off in SP. I think there is an echo. For example try turning on a stove and you'll hear two clicks instead of the usual one.
  10. Like
    PPanda0421 got a reaction from hunger john in RELEASED: Vehicle Test 41   
    I am a software engineer with 15+ years experience so yeah I would say I know some coding. I understand all about quality and wanting everything in software including the kitchen sink but time/schedules is always factored in. Also, you did not understand my ETA examples at all. Not much else to say to except about your 'rushed hunk of crap' comment but look at the most recent builds, including the vehicle branch, the IWBUMS branch and most importantly the release branch where there have been serious if not game breaking bugs. Some of these bugs were caused by new features. You can go defend the state of game all you want. For others like me we just want answers when they promised things years ago and some of these things haven't even seen the light of day. Over and out.
     
  11. Like
    PPanda0421 got a reaction from King-Salomon in RELEASED: Vehicle Test 41   
    Ok, I understand now. You want cars to be so feature rich so that you can enjoy the game more with the challenges it will provide. I on the other hand see it as a side feature, something that is nice to have but not required, unless you plan to travel to other cities. I guess I'll be in the group that will have 0 mechanical level and just fuel the car and drive it when necessary. If the car breaks down I'll find another car. So you are right we do have different ideas about this new feature. What if the developers decide to add all the features I mentioned and also add a ton more features to cars. But here's the thing, what if they can't get everything working until winter 2018? Spring 2019? Summer 2019? Surely your patience must have a limit. I am sure most of us do. Given unlimited time game developers can do anything. The question is will the fans stick around until then.
     
  12. Like
    PPanda0421 got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    AKAIK they already allow cars to carry tons of loot, I think the capacity is around 200, probably different with larger/smaller cars. So if you think that is OP then let them know. Yes I already mentioned enabling physics and different car varieties is a good feature. You might be a car enthusiast but some of us aren't. We might not want any new car features. How many of us have the same thoughts, I don't know. Which is why I suggested doing a poll.
     
    You want more features? I can list a crap ton of features with cars (some might already be in game):
    1. Winter is in the game right? Lets have winter, summer and all year round tires. Different tires work differently depending on the terrain and month.
    2. Tires get worn out. We should have to rotate tires every few months or x miles.
    3. In winter there should be ice on the road. Cars should slip and slide on ice.
    4. When it rains cars should also slip and slide.
    5. When slipping and sliding the way you turn controls how your car slides. Pressing the brakes should also lock up the brakes.
    6. There are different types of ice, slush, compacted or black ice. Each type should have different effects on driving
    7. Cars should have odometer readings. A car has lots of mileage should require maintenance more often and have more issues. A brand new car (0 mileage) should be able to run a long time without any issues.
    8. We need to fill/refill windshield wiper fluid, antifreeze, brake fluid, etc every so often.
    9. Need to change car batteries every so often.
    10. If player leaves headlights on all night, car battery gets drained and car needs to be jump started to work.
    11. Car batteries capacity should be vary.
    12. Driving into objects should no only damage the car but also the object. E.g. streetlights, houses, benches, walls, doors, etc.
    13. A car should light on fire if you through a molotov at it or if fire spreads to it.
    14. A car should take damage only at a certain spot if you fire at it with a firearm. Same with melee weapons.
    15. Damage caused by an axe should be noticeable while damage by a knife should only leave small dents.
    16. Damage to a tire caused by melee weapons should pop that tire.
    17. Cars can be taken apart so that we can upgrade/maintain another car.
    18. Zombie bodies (on the ground) should inhibit or at least slow down driving.
    19. Running over bodies or hitting zombies should make the car bloody.
    20. Driving on dirt should make cars dirty.
    21. Driving on dirt when it rains should make car tires muddy.
    22. Muddy car tires should leave muddy tracks on the road.
    23. Rain should wash away muddy tracks.
    24. If you don't wear seatbelts and you're driving really fast and suddenly hit an object, you get thrown from the car.
    25. Zombies can break windows in cars and attack you through broken windows.
    26. Cars can be rienforced with wood planks or metal sheets later on.
     
    I'm not a mechanic and these are some of the ideas I can think of. Imagine what a real mechanic can add to make it more realistic. We can make the cars feature as realistic as real life. Should we? No. My point is that we should not turn this into a driving simulator with zombies.
     
    I hope they also took into consideration spawning/availability of items related to cars.
     
    Not sure what you mean by pain in the ass to make NPCs now. They already have a branch for separate features like cars, why not have a branch for NPCs? My suggestion was to finish up cars and make a new branch for NPCs to at least start working on it. I don't know if you've been to the steam forums but a lot of people ask 'Where are animations/NPCs' more often than 'Where are cars?'
  13. Like
    PPanda0421 got a reaction from hunger john in RELEASED: Vehicle Test 41   
    Ok, I understand now. You want cars to be so feature rich so that you can enjoy the game more with the challenges it will provide. I on the other hand see it as a side feature, something that is nice to have but not required, unless you plan to travel to other cities. I guess I'll be in the group that will have 0 mechanical level and just fuel the car and drive it when necessary. If the car breaks down I'll find another car. So you are right we do have different ideas about this new feature. What if the developers decide to add all the features I mentioned and also add a ton more features to cars. But here's the thing, what if they can't get everything working until winter 2018? Spring 2019? Summer 2019? Surely your patience must have a limit. I am sure most of us do. Given unlimited time game developers can do anything. The question is will the fans stick around until then.
     
  14. Like
    PPanda0421 got a reaction from hunger john in RELEASED: Vehicle Test 41   
    I haven't completely followed the Cars build/branch but I think you guys are making it much more complicated than need be. Tire condition? Wheel friction? Low condition brakes? Come on! Cars should only serve two main purposes. One, to allow us to travel long distances and two, to allow us to carry lots of loot. I understand that you want more than just the basics like in the driving cars mod, which even though is very unpolished, it gets the job done. Enabling car physics and the possibility of different types, colors, capacities and speeds are good extras (actually the different varieties should be a given). Anything else is unneeded except for perhaps features that compliment the existing skills, e.g. metalworking - perhaps allowing us to armor the cars.  Also, from what I've seen so far, the newer builds (with all these extras) are causing some issues with the cars branch. You are just making it harder on yourself. I think you should just polish current car features and remove any outstanding bugs and move on to NPCs which I think will be a much more needed addition to the game. Perhaps make some kind of poll on what the current users want...
  15. Like
    PPanda0421 got a reaction from NebNebber in RELEASED: Vehicle Test 41   
    I haven't completely followed the Cars build/branch but I think you guys are making it much more complicated than need be. Tire condition? Wheel friction? Low condition brakes? Come on! Cars should only serve two main purposes. One, to allow us to travel long distances and two, to allow us to carry lots of loot. I understand that you want more than just the basics like in the driving cars mod, which even though is very unpolished, it gets the job done. Enabling car physics and the possibility of different types, colors, capacities and speeds are good extras (actually the different varieties should be a given). Anything else is unneeded except for perhaps features that compliment the existing skills, e.g. metalworking - perhaps allowing us to armor the cars.  Also, from what I've seen so far, the newer builds (with all these extras) are causing some issues with the cars branch. You are just making it harder on yourself. I think you should just polish current car features and remove any outstanding bugs and move on to NPCs which I think will be a much more needed addition to the game. Perhaps make some kind of poll on what the current users want...
  16. Like
    PPanda0421 got a reaction from Necromatic_Corgi in RELEASED: Vehicle Test 41   
    I haven't completely followed the Cars build/branch but I think you guys are making it much more complicated than need be. Tire condition? Wheel friction? Low condition brakes? Come on! Cars should only serve two main purposes. One, to allow us to travel long distances and two, to allow us to carry lots of loot. I understand that you want more than just the basics like in the driving cars mod, which even though is very unpolished, it gets the job done. Enabling car physics and the possibility of different types, colors, capacities and speeds are good extras (actually the different varieties should be a given). Anything else is unneeded except for perhaps features that compliment the existing skills, e.g. metalworking - perhaps allowing us to armor the cars.  Also, from what I've seen so far, the newer builds (with all these extras) are causing some issues with the cars branch. You are just making it harder on yourself. I think you should just polish current car features and remove any outstanding bugs and move on to NPCs which I think will be a much more needed addition to the game. Perhaps make some kind of poll on what the current users want...
  17. Spiffo
    PPanda0421 got a reaction from Paul Redeker in Hydrocraft Mod   
    That did the trick! I guess I am used to HC items not being placeable like normal furniture. Thanks for going out of your way to figure it out!
  18. Spiffo
    PPanda0421 reacted to Paul Redeker in Hydrocraft Mod   
    Don't select the window.  You have to go to the "pickup,place,rotate" menu.  Make sure the window is in your main inventory.  Then select the place option.  

  19. Like
    PPanda0421 got a reaction from Magic Mark in RELEASED: Build 38.22   
    Of course I read your post. In your original post you mentioned that zombie ripped clothing should only be cleanable with bleach. I'm only debating whether or not that is a good idea. I did not agree with using bleach to clean rags (bloody or not) - just use water. I agreed that zombies do sometimes drop clean clothes which you can rip into clean rags and use if you want. My point was that if you were forced to clean rags for whatever reason bleach should not be the only option as bleach is very limited and is also used to clean your base. If we can somehow make bleach in the game then I'm OK with your idea but that isn't possible at the moment.
     
    Anyhow I think we are getting a little off topic. You can post your suggestions to the suggestions forum and the developers can continue from there. I think adding this feature will be more trouble than its worth though. Just my opinion.
  20. Like
    PPanda0421 got a reaction from hunger john in RELEASED: Build 38.22   
    I saw this issue several times in IWBUMS early on and pointed it out to them many times. Now that it is more prevalent perhaps they'll look into it more seriously. I think it's a tough one though...
  21. Like
    PPanda0421 got a reaction from hunger john in RELEASED: Build 38.22   
    Of course I read your post. In your original post you mentioned that zombie ripped clothing should only be cleanable with bleach. I'm only debating whether or not that is a good idea. I did not agree with using bleach to clean rags (bloody or not) - just use water. I agreed that zombies do sometimes drop clean clothes which you can rip into clean rags and use if you want. My point was that if you were forced to clean rags for whatever reason bleach should not be the only option as bleach is very limited and is also used to clean your base. If we can somehow make bleach in the game then I'm OK with your idea but that isn't possible at the moment.
     
    Anyhow I think we are getting a little off topic. You can post your suggestions to the suggestions forum and the developers can continue from there. I think adding this feature will be more trouble than its worth though. Just my opinion.
  22. Like
    PPanda0421 got a reaction from Legoland99 in RELEASED: Build 38.22   
    @BumWhipper I have not seen that bleeding bug since they fixed it (supposedly for the last time). If you still have it, your injury must have the long bleed time attached to it (from the bugged version) and you must somehow 'reset' that area for the new changes to take affect. For example, if your hand is bleeding, do something that damages your hand so that it'll apply the new bleed mechanics/timer. I think that's how I got rid of my bugged bleeding.
  23. Like
    PPanda0421 got a reaction from Legoland99 in RELEASED: Build 38.22   
    Hi, sounds are off in SP. I think there is an echo. For example try turning on a stove and you'll hear two clicks instead of the usual one.
  24. Like
    PPanda0421 got a reaction from NebNebber in RELEASED: IWBUMS Build 38.15   
    OK after some more testing, I think 38.10 changes to base maps (or map definitions) broke existing modded maps and in turn broke the character if you're in the modded maps. This is what I did:
     
    1. Created new world with map mod enabled, spawning in Bedford Falls (All Maps Activated Option)
    2. Copied my current character's map_p.bin to new world. Current character loads up fine in the new world.
    3. Ran to northwest of Bedford Falls on the road that heads to Phoenix. Exited the new world.
    4. Copied map_p.bin from the new world back to my main world. My character appears at the new location in my main world.
    5. Attempt to run back to my base but never got there. Along the way, the terrain has changed. Roads now contain trees and the lower half of the map is missing/black (See attached picture). My base is in the lower half which is why I ran into character issues
    upon startup.
     
    Lesson is: Don't play with modded maps in IWBUMS branch. However, we need to find these issues now before they get to the released branch where tons of people are playing with modded maps. Yes, modded maps can/will get updated
    to work with base maps but you can run into base map bugs.
     
    PS - These modded maps are working with the release 37.x branch btw.
     
     

  25. Like
    PPanda0421 reacted to Googz in Survival is not hard, but it's annoying.   
    Sigh... I though i covered all possible answers in my original OP post, but i will make a short summary again:
     
    1) Tweaking sandbox is an option, but here we talk about balance in Survival mode. After all, if we all play our own customized sandbox game, what is the reason to play survival difficulty? 
    2) Currently survival is not difficult, but annoying and it happens because you are forced to kill hordes of zombies every time meta event or migration happens. People who really played survival on default setting should understand me. You are not surviving, you are practically playing zombie massacre game. 
    3) The argument that you should choose less populated area might be a solution, but only a solution for reaching end game. Currently you can live indefinitely somewhere in the forest.  If the player wants to play somewhere in the outskirts of the city, they still have to deal with enormous hordes of zombies that migrate from other parts. I think it's important to give player options to live in the city, still making it harder than living in forest, but not forcing to deal with 100+ zombies each day.
    4) I also think population of zombies right now is fine. You have a lot of zombies in cities, less zombies around forests, however zombie spawn/migration mechanism doesn't give you a feel that you can actually clean area. It's not just not rewarding anymore killing zombies. 
    5) Constant migration/spawning doesn't make game harder. Many people survived long enough to have indefinite flow of water/food and decent defence. Current setting just take away the fun of killing zombies and makes it a routine. 
    6) Game should be harder, but in other aspects. See what other people mentioned : food, water, medicine, tools. All of this is ridiculously easy to scavenge. It makes no sense to focus on unlimited zombies. 
     
    I want to repeat this point: anyone can change setting as they want, but balancing survival is important as well. Feedback on survival difficulty can help devs to understand how they can actually make the game right now challenging. I believe that current zombie settings are not challenging but annoying to the point, where i just quit my session because i have to clear my safehouse surrounding entire day and each day. And it's not because it's hard to deal with large amount of hordes (which is not, if you are experienced player). 
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